/Engine/Source/Runtime/AudioMixer/Public/AudioMixerBlueprintLibrary.h
Stop recording audio. Path can be absolute, or relative (to the /Saved/BouncedWavFiles folder).Byleaving the Submix To Record field blank, you can record the master output of the game.
static [USoundWave](API\Runtime\Engine\Sound\USoundWave) * StopRecordingOutput ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, EAudioRecordingExportType ExportType, const [FString](API\Runtime\Core\Containers\FString) & Name, [FString](API\Runtime\Core\Containers\FString) Path, [USoundSubmix](API\Runtime\Engine\Sound\USoundSubmix) * SubmixToRecord, [USoundWave](API\Runtime\Engine\Sound\USoundWave) * ExistingSoundWaveToOverwrite )